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Archeologist
Tanner
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A rare artifact has been stolen! Can you aid a renowned archeologist in the quest to find it? Search the Takish`Hiz area for clues. There is the longer Archeologist Tanner quest (the full orb quest-takes about an hour) or you could do the truncated version of quest with diminished rewards by speaking with Guard Derrick. Archeologist Tanner is located in Takishi'Hiz the very SE edge of the city, along with two assistants. Approach the Archaelogist, talk (he will tell you about a sphere he's found), then back off as far as possible (and invis) to talk again. Upon talking a second time, a red-conned Scout spawns along with 3 other yellow guards. Ignore the yellow conned Tier'dal mobs, and concentrate on pulling the red conned Scout at a distance (their aggro is high, try using a low level life tap with nec) Kill Scout, then a red-conned Lieutenant will spawn. Pull/kill Lieutenant safely at a distance, then finally the Raid Leader will spawn. Once the Raid Leader is killed, all will despawn and Guard Rantil (white faced) will appear beside the Archeologist. Speak with Archeologist, who will tell you to speak to the guard, who sends you to Dshinn's Redoubt to deliver a message to the scouts there. Guards you are looking for are in (W) just across river from Delf castle. They are on the south bank of the river, west of the undead town. The scout you were looking for has been killed, but you are given a sealed letter with the hint "If you name it it will be broken". You need to answer the riddle in order to unlock it. There are at least three different riddles, if you answer wrong, you will get a samll DoT and get another book with a different riddle. The correct answer is SILENCE. The one about bleeding without blood floating, floating without fins is wood. Talk to the other guard and he opens letter for you tells you about lizardmen, gives a hint from the letter about the lizardmen location, something about "going back to live with the giant creatures from which they came" suggests that giant creatures might be elephants... Right, it's off to Elephant Graveyard (NW) to find the Mad Gnome. He is located in the (NW) part of the zone on the west side of a hill (if heading S to N). He instructs you to kill lizardmen in a certain order, at three different camps in the zone. Just to clarify, these lizardmen are all located in the NW part of the zone. Do not wander far from the Mad Gnome's location, and you will find these camps. First go to the North camp (directly north of the hill the Mad Gnome is on) and kill the Brown Lizardman, then the South camp (south of hill Mad Gnome is on) to kill the Green Lizardman, last the East camp to kill the Grey Lizardman. Your quest log will update saying you did it in the proper order and send you back to the Mad Gnome. He will then send you to Cazic Thule (NW) and speak to the Injured Treasure Hunter. He gives you a 'magic stick' and sends you to find the Lizardman Raid Leader. The leader spawns to the west of the temple on the coast (HoT/AoF temple) and walks toward the temple and despawns. All you have to do is walk up to the leader and you will get a pop up saying you recieved the orb. Return to the Injured Treasure Hunter. You are told to make a break for Fort Alliance before the lizardmen catch on. Go to the fort in Fort Alliance (SE). There you will get a pop up telling you to defend the fort. A large number of lizardmen will spawn, all red to a 60. You only need to pull the Lizardman Invasion Leader. Can be done with a single group, likely less but probably not solo'd. Go inside the fort in Fort Alliance (SE) and speak with Tanner. He will take the orb and give you a choice of four rewards. Rather than doing the entire Archeologist quest, you can also speak with Guard Derrick outside the fort, though his rewards have slightly lower stats. He will tell you to defend the fort. Again all you need is the Invasion Leader. Kill him, loot the badge, return to Derrick. You will now be sent to warn Guard Lonso. He can be found in Fort Alliance (N) on a hillside NOT to the southeast like the quest dialogue says. Rewards are slightly different whether you just do Guard Derrick or the whole orb line. Rewards for Archeologist Tanner quest: Relic Blade-
Tank/Melee (no monk) Relic Stiletto-
Tank/Melee/Caster Relic Hammer-
Level: 50, Race: All, Class: All, 2H Relic Wand-
Level: 50, Race: ALL, Class: Caster/Healer, Item HP: 8000/8000, DUR:50 Deteriorated
Relic Blade-Tank/Melee no monk Deteriorated
Relic Stiletto- Tank/Melee/Caster Deteriorated Relic Hammer- All/All Deteriorated
Relic Wand- Caster/Healer
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